Skinning custom 3D cube in javafx 8

2020-03-31 02:58发布

I am trying to add a skin to a cube by using the following code, but the skin will not work at all. I tested to see if it will add to a default cube and it will (but repeats the full image on each side instead of wrapping around it, which is why I am making a custom cube to prevent this). Any help would be greatly appreciated.

private void buildGraphics()
{
    Image dieImage = new Image(getClass().getResourceAsStream("images/die.gif"));

    PhongMaterial material = new PhongMaterial();
    material.setDiffuseMap(dieImage);
    material.setSpecularColor(Color.RED);

    float hw = 100/2f;
    float hh = 100/2f;
    float hd = 100/2f;

    float points[] = 
        {
            hw, hh, hd,
            hw, hh, -hd,
            hw, -hh, hd,
            hw, -hh, -hd,
            -hw, hh, hd,
            -hw, hh, -hd,
            -hw, -hh, hd,
            -hw, -hh, -hd,
        };

    float tex[] =
        {
            100, 0,
            200, 0,
            0, 100,
            100, 100,
            200, 100,
            300, 100,
            400, 100,
            0, 200,
            100, 200,
            200, 200,
            300, 200,
            400, 200,
            100, 300,
            200, 300
        };

    int faces[] =
        {
            0, 10, 2, 5, 1, 9,
            2, 5, 3, 4, 1, 9,
            4, 7, 5, 8, 6, 2,
            6, 2, 5, 8, 7, 3,
            0, 13, 1, 9, 4, 12,
            4, 12, 1, 9, 5, 8,
            2, 1, 6, 0, 3, 4,
            3, 4, 6, 0, 7, 3,
            0, 10, 4, 11, 2, 5,
            2, 5, 4, 11, 6, 6,
            1, 9, 3, 4, 5, 8,
            5, 8, 3, 4, 7, 3
        };

    TriangleMesh mesh = new TriangleMesh();
    mesh.getPoints().addAll(points);
    mesh.getTexCoords().addAll(tex);
    mesh.getFaces().addAll(faces);

    MeshView box = new MeshView(mesh);
    box.setMaterial(material);

    graphicGroup.getChildren().add(box);

    Box box2 = new Box(100, 100, 100);
    box2.setTranslateX(150);
    box2.setMaterial(material);


    graphicGroup.getChildren().add(box2);
    world.getChildren().add(graphicGroup);
}

1条回答
▲ chillily
2楼-- · 2020-03-31 03:14

You are correct... I have also been playing around with making basic shapes.. like Capsule, Height Maps, Torus, etc...

The texCoords are a pain, but faces are even more of a pain when doing more complex shapes.

As you commented, texCoords should be a value between 0.0(0%), and 1.0(100%) of your rectangle Image

I still have not been able to figure out my texCoords for my Torus...

I still think the guys behind the scenes need to get rid of their system for building TriangleMesh's.

Point3D makes perfect sense for the Points[], yet they use a float[] ... same with texCoords... Point2D would make a much better fit imho.. The Faces[] is ok... As it is a simple Integer[]...

I may even just create a SimpleMesh class that handles thing in that way... anyways, Glad you figured it out.

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